Pharasma

Rosa Luminas's page

15 posts. Organized Play character for Johnny_Panic.


Full Name

Rosa Luminas

Race

Tefling

Classes/Levels

Cleric

Gender

Female

Size

8'3"

Age

Unknown

Alignment

LN

About Rosa Luminas

1: Player name: GM Panic
2. Character name: Rosa Luminas
3. Class and Level: Investigator L2
4. PFS#: 27215-1
5. Faction: Sovereign Court
6. Day Job: craft(alchemy): 1d20 + 8 ⇒ (6) + 8 = 14 gp PC

Stats
Str 12 - 10 2p
Dex 14 - 10 5p
Con 10 - 10
Int 12 - 10 2p
Wis 16 - 12 5p (+2 racial)
Cha 14 - 12 2p (+2 racial)
15 Point spend.

Saves
Fort = +3 (3+0con)
REX = +3 (1+2Dex)
Will = +6 (3+3wis)

Vigor: 8/8
Wounds: 22/22

Defense: 12 / 12 Touch/ 10ff
Damage Reduction: 0
Critical Defense: +2

Initi + 2
speed 30f Fly 20f Poor (-4 to fly skill rolls)
BAB=+0 Ranged +2 Hand +1
CMB +1 Space 5 Reach 5
CMD 13 11/FI

Combat ----
Comp Long bow +3TH 1d8DMG 20x3
Long Spear TH+1 DMG1d8+1 19/20/x3
Dagger TH+1 DMG 1d4+1 19/20/x2
Unarmed Strike TH+1 1d3+1 X2

Reach 5', Area 5'
carry 15/150lbs

Description:

Aasimars Garuda-Blooded (Plumekith)
Sex - Male
Height 5'8"
Wright - 68lb
Eyes: metallic
Hair: metallic
Skin: metallic scales
Wings: metallic dragon
Other: melodic laugh
Other: always look clean

Monsieur Aflon La Mart-tell, is a happy chap, good to be with and always up beat in life, he was once rish he will tell you, but have all his wealth away to help the poor. He is not joking he did just that setting up an orphanage and school.

Short Back story:

Monsieur Aflon La Mart-tell never new his mother but his father was a powerful cleric, working with other world powers, there was a time of light and joy in his fathers house. His wings came late in his teen life, one summers day he just found himself flying, it was odd as if some on had been talking to him and had shown him what to do, yet he had no memory of it. The faith came to him by his farther who said he should take the cloth like himself, Aflon was a natural working hard and tending the sick and ill. It was at this time that his farther passed away, and Aflon gifted his whole estate to the Church. What little his has is all he needs looking to set his own course in life and do good in the world.

Aasimars Garuda-Blooded (Plumekith) Racial Traits:

Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.

Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.

Ability Modifiers +2 Dex, +2 Wis

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed:
Aasimars have a base speed of 30 feet/flight 20 (poor)

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance
acid resistance 5,
cold resistance 5,
electricity resistance 5.

Halo
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the Darkvision standard racial trait.

Alternate Skill Modifiers
Acrobatics +2
Fly +2

Variant Abilities and Physical Features
Natural fly speed of 20 feet (poor)*
*You Lose this ability if you ware light/Med/H Armor.

Lawbringer Race Traits:
Good Influence, Lantern Spirit

Feats and Treats:

Feat
Aasimars Heritage.
Variant Aasimar Heritages

Treats
Sacred Touch Treat
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.

Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Rich Parents (Miner Noble)
Benefit: Your starting cash increases to 900 gp.

Special Abilities:

Skills:

5 points spent
+4 Acrobatics (Dex +2, Ranks 0 Race+2)<
+2 Appraise (Int +2, Ranks 0)<
+1 Bluff (Cha +1, Ranks 0)
+1 Climb (Str +1, Ranks 0)<
+* Craft, Alchemy (Int +1, Ranks 0)<
+1 Diplomacy (Cha +1, Ranks 0)<
+* Disable Device (Dex +2, Ranks 0)
+2 Disguise (Cha +1, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+8 Fly (Dex +2, Ranks 1 Race+2)<
-- Handle Animal (Cha +1, Ranks 0)
+7 Heal (Wis +3, Ranks 1)<
+2 Intimidate (Cha +2, Ranks 0)
+* Knowledge, Arcana (Int +1, Ranks 0)
+* Knowledge, Dungeoneering (Int +1, Ranks 0)
+* Knowledge, Engineering (Int +1, Ranks 0)
+* Knowledge, Geography (Int +1, Ranks 0)
+* Knowledge, History (Int +1, Ranks 0)<
+* Knowledge, Local (Int +2, Ranks 0)
+* Knowledge, Nature (Int +2, Ranks 0)
+6 Knowledge, Nobility (Int +2, Ranks 1)<
+* Knowledge, Planes (Int +2, Ranks 0)<
+5 Knowledge, Religion (Int +1, Ranks 1)<
+- Linguistics (Int +1, Ranks 0,)
+7 Perception (Wis +3, Ranks 1 Class+1)
+5 Perform, Untrained (Cha +1, Ranks 0)
+3 Sense Motive (Wis +3, Ranks 0)<
+* Sleigh of Hand (Dex +2, Ranks 0)
+5 Spellcraft (Int +1, Ranks 1)<
+2 Stealth (Dex +2, Ranks 0)
+3 Survival (Wis +3, Ranks 0)
+1 Swim (Str 1, Ranks 0)<
+* Use Magic Device (Cha +1, Ranks 0)

Special-Abilities:

Aura - LG (Class)

Channel Pos Eng 4/day 1d6+0 DC11 (Class)

Damage Resistance 5 cold, Fire and Electric (Race)

Skilled (Race)

Secured touch (trait)

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Natural fly speed of 20 feet (poor)* -8 on rolls
*You Lose this ability if you ware light/Med/H Armor.

whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Halo
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the Darkvision standard racial trait.

Class Cleric and Domains - Erastil - Growth + Feather:

Cleric

Chanel Ps Energy 4/day 1d6 DC11

Spontaneous casting

Feather Domain
Associated Domain: Animal.

Add Fly to your list of class skills.
In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Granted Powers:

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Growth Domain
Associated Domain: Plant.

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Spells:

O Level 3 Unlimited
Detect Magic 1r
Light 10mins
Guidance 1r

1st level 2+1 3/day
D->calm animals DC14 1min
Shield of Faith 1min +1AC
endure-elementsCast every day

Spells used
Endure-Elements

CLW* class

Spell DC 13+Spell Level
Caster Level 1
Vs SR+1
Conc Check +4
Melee Touch +1
Range Touch +3

Equipment:

Starting Coin - 300gp +900 trait

Spent
Charity
-10gp Child
-7gp Sir Baltazar
-10 half-ling
ST= -27gp

Weapon: MW Com-Long Bow 400gp
Fine Quiver 3gp
arrows
whistling x10 1gp
Cold Iron + Durable Arrowsx5 10gp
Flightx2 4gp
Common x20 1gp

Long Spear 5gp
Cold Iron Dagger 4gp
Armor: None
body: MW Cold-Weather Traveler Outfit (flying)
wool coat, linen shirt, wool cap, cloak, skirt, light fair boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. 5 lbs 10gp
Feet: Boots
Eyes - Snow Glasses 5gp
Neck: Small Holy symbol Hard Wood. 1gp

ST= -155gp

Weapon Cords used on bow and Spear to belt, 2sp
Boot Sheath for Dagger 5sp
Adventurers Sash 20gp
Small silk Sack 1gp 1/16 lb.
Signal whistle x2 16 sp
Small note book and water proof case + silver point pen 2gp
Chalk 1 cp
Flint and steel 1 gp
Grooming set 1gp
Healer-s-Kit50gp

Belt Pouch belt X2 1lb +Items 10sp
Wood Compass/wayfinder 10gp 0.5lb.

Strapped Satuel pack - 5sp
Tent, small 10 gp 20 lbs
Bedroll 1 sp 5 lbs.

ST -43gp 8sp 1cp

Left 624gp (+/- 1gp)

38.5lb/150lb light